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    Henbane

    Common · Witch’s Herb

    Alchemical · Magical · Psychoactive · Poisonous

    Terrain Forest, Grassland, Hills, Urban

    Description

    Henbane only blooms in its second year. Its flowers are a dingy white marked with a faint network of purple veins, and its fruit resembles a capsule with a lid. The flowers open in stages, so you can find buds, blossoms, and seed pods on the same stem at once.

    Location and Habitat

    This unassuming plant—covered in sticky fuzz—is relatively common around human settlements. It is especially abundant in steppe and forest-steppe regions.

    Rarity and Availability

    A single henbane plant can produce anywhere from 10,000 to 900,000 seeds. These seeds can germinate even under poor conditions, making henbane easy to find and widely available.

    Effects and Uses

    All parts of the henbane plant are toxic. Its poisonous properties remain even after boiling or roasting. Typically, henbane poisoning leads to symptoms resembling madness, though most cases do not prove fatal.

    Harvesting & Preparation

    • Safe Harvesting. Because all parts of henbane are toxic—even after boiling—collecting it requires caution. A character must succeed on a DC 13 Wisdom (Survival) check or Intelligence (Nature) check to gather enough usable plant matter.
    • Failed Harvest. On a failed check (or collecting it with bare hands), the character must make a DC 12 Constitution saving throw or become poisoned (PHB, p. 292) for 1 hour.

    Items & Effects

    • Henbane Tincture. When someone drinks a distilled henbane extract (often called “Devil’s Draught”), they experience mind-altering effects.
      • Time to Brew. 1 hour (requires an herbalism kit).
      • Dose & Use. Drinking one dose requires an action.
      • Mechanical Effects (lasts 1 minute).
        • “Sight Beyond Sight”. The creature gains advantage on Wisdom (Perception) checks to see invisible creatures or objects, as henbane’s hallucinations briefly thin the veil to the unseen.
        • “Hellish Whispers”. Each turn, at the start of the creature’s turn, they must succeed on a DC 13 Wisdom saving throw or become Frightened of the nearest creature until the start of their next turn.
      • Aftereffect. When the effect ends, the creature gains one level of exhaustion (PHB, p. 291) unless they succeed on a DC 10 Constitution saving throw.
    • Witches’ Ointment (Flying Ointment). This legendary salve is rumored to grant flight and out-of-body experiences. In truth, it triggers intense hallucinations of soaring through the skies—and sometimes, fleeting illusory powers.
      • Time to Craft. 2 hours of careful brewing and mixing (requires an herbalism kit and a DC 15 Intelligence (Arcana) check or Wisdom (herbalism kit) check).
      • Application. Takes 1 minute to apply to the skin.
      • Mechanical Effects (lasts 10 minutes).
        • Hallucinatory Levitation. The creature experiences an illusory flight. They gain a flying speed of 5 feet, but cannot ascend more than 5 feet above the ground (they subconsciously hold themselves near the earth).
        • Ghostly Communication. For the duration, the creature can see and converse with illusions of spirits, ghosts, or fiends (GM’s choice whether anything truly replies). Mechanically, the creature has advantage on Charisma (Deception or Persuasion) checks involving undead or fiendish creatures if any are actually present.
      • Aftereffect. When the effect ends, the creature must succeed on a DC 13 Constitution saving throw or be poisoned (PHB, p. 292) for 1 hour (representing the “crash” from powerful hallucinations).
    • Henbane Love Draught (Charm Effect). Historically, henbane has been used in love magic. Clever (or devious) spellcasters can brew a potion that creates a temporary fascination and devotion.
      • Time to Brew. 1 hour (requires an herbalism kit plus exotic spices or specialized reagents).
      • Dose & Use. Drinking the draught or secretly administering it to a target requires an action.
      • Mechanical Effects (lasts 1 hour).
        • The target must succeed on a DC 14 Wisdom saving throw or become charmed (PHB, p. 290) by the one who provided the potion. This charm effect ends early if the charmer or allies harm the target or if the target witnesses obviously hostile activity from the charmer.
        • At the end of each of the target’s turns, the target can repeat the saving throw, ending the effect on a success.
      • Side Effect. Regardless of success or failure, the target experiences mild delirium for 1 minute, imposing disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks as fleeting phantasms cloud the mind.

    Lore

    Henbane (Hyoscyamus niger), also known as “witch’s herb,” is a biennial herbaceous plant of the nightshade family (Solanaceae). Originally native to Eurasia, it has since spread worldwide. Every part of this plant is poisonous, containing potent alkaloids.

    Paul Sédir (born Yvon Le Loup) was a noted French occultist, mystic, and writer. He made a significant contribution to the development of esoteric knowledge in the late nineteenth and early twentieth centuries. His works focus on various aspects of mysticism, occultism, alchemy, and spiritual teaching. According to Sédir, henbane is the primary plant used by the devil because it enables individuals to see “hellish shadows” and “evil spirits.” This belief stems from older traditions that certain plants can open a person’s consciousness to otherworldly entities or dimensions.

    In occult practice, henbane might be included in salves or potions used by witches and warlocks to induce trance-like states. These states were sometimes interpreted as journeys to other realms or communication with spiritual beings. However, Sédir warned of the risks involved, insisting that using plants with powerful psychotropic effects can have negative consequences for both mind and soul.

    From Witch’s Herbs 5E, p. 54 · Fern Flower Press